You unleash a destructive wave of mental power in a 30-foot-cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 of force damage and is pushed 20 feet directly away from you and is knocked prone. On a successful save, the creature takes half the damage and is not pushed or knocked prone.
At Higher Levels: Add 1d8 for each spell slot used above 3rd level.
Conjure a two story building up to 100sqft. Choose the material. Each level of the tower is 10ft tall. A simple ladder allows access between floors. The interior can be made with simple furniture. The interior is warm and dry regardless of conditions outside.
You can recast this within 24 hours of casting it to maintain the structures existence.
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half damage on a successful save.
At Higher Levels: Increase the damage by 1d6 for each level slot used above 2nd level.
You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. One a failed save, a creature takes 2d10 of force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
At Higher Levels: When you case this spell using a higher level spell slot, add 1d10 for each slot above 2nd level.
You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At Higher Levels: 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.